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136
Tips, Tutorials, Examples / Re: ENIGMA info
« on: April 28, 2018, 07:52:43 pm »
Thanks for this contribution rcobra, you did a really nice job and I do think some people will find it useful. What immediately stood out to me was that EGM logo you used. If I can ask, where did you get it from? I just really like it and would maybe use it elsewhere in representing the engine. The only input I have is that I feel maybe the e should be more cryptic like the main ENIGMA logo.
137
Tips, Tutorials, Examples / Re: Any Advanced Game Examples?
« on: April 28, 2018, 07:46:57 pm »
I'm not being biased when I do this, but I think my Project Mario game may be worth the time since it is an adaptation of Project K which was pretty interesting itself:
https://enigma-dev.org/forums/index.php?topic=1161.0
I understood data structures less when I was working on Project Mario though so I'm certain I could write a much more efficient spatial hash if I was writing it today. Your post doesn't exactly clarify what you mean by "advanced" so I assume you just mean advanced topics in general and not just technical demonstrations of graphics and things.
Something a little advanced that I haven't yet ported to ENIGMA is a Voxel terrain renderer in Love2D. This is a really great project to try porting to ENIGMA because it doesn't require very much, it's just a simple projection of the heightmaps. So if you are looking for something challenging, this might be worth a try.
https://www.youtube.com/watch?v=dJfx1luIvYk
That said, few complex games are yet to be working in ENIGMA for stability reasons. We've had various users porting over large games before, such as sorlok porting Iji. This situation will likely improve a lot going into the future now that we have continuous integration to prevent regressions and promote quality contributions to the repo.
https://enigma-dev.org/forums/index.php?topic=1161.0
I understood data structures less when I was working on Project Mario though so I'm certain I could write a much more efficient spatial hash if I was writing it today. Your post doesn't exactly clarify what you mean by "advanced" so I assume you just mean advanced topics in general and not just technical demonstrations of graphics and things.
Something a little advanced that I haven't yet ported to ENIGMA is a Voxel terrain renderer in Love2D. This is a really great project to try porting to ENIGMA because it doesn't require very much, it's just a simple projection of the heightmaps. So if you are looking for something challenging, this might be worth a try.
https://www.youtube.com/watch?v=dJfx1luIvYk
That said, few complex games are yet to be working in ENIGMA for stability reasons. We've had various users porting over large games before, such as sorlok porting Iji. This situation will likely improve a lot going into the future now that we have continuous integration to prevent regressions and promote quality contributions to the repo.
138
Tips, Tutorials, Examples / Re: Old GM projects working in LINUX
« on: April 28, 2018, 07:37:12 pm »
Right, I'll follow up with you about that in Discord or Hangouts, wherever I see you next. I was under the impression it already worked though because the readme-like text for tiny file dialogs seemed to indicate it would accept "|" as a separator just like GM does. Anyway, let's take this private and keep Hugar's topic focused.
139
Third Party / Re: Get Directory XP
« on: April 28, 2018, 07:32:37 pm »
This is really nice TKG, I actually tried to do this myself when I added [snip]get_directory_alt[/snip] but couldn't figure it out. I'm going to ask you about just patching this into the official ENIGMA for everyone using a macro to use your version when it's Windows XP and lower.
You can see my comment here about not being able to find what GM uses for [snip]get_directory[/snip] on the old Windows:
https://github.com/enigma-dev/enigma-dev/blob/60b14308ad56dddeccd750be3e25843cd005d073/ENIGMAsystem/SHELL/Widget_Systems/Win32/dialogs.cpp#L549
You can see my comment here about not being able to find what GM uses for [snip]get_directory[/snip] on the old Windows:
https://github.com/enigma-dev/enigma-dev/blob/60b14308ad56dddeccd750be3e25843cd005d073/ENIGMAsystem/SHELL/Widget_Systems/Win32/dialogs.cpp#L549
140
Issues Help Desk / Re: Please help!!!
« on: April 28, 2018, 07:20:50 pm »
This could be because [snip]%PROGRAMDATA%[/snip] does not exist. Are you installing from Windows XP? You can simply try creating the folder C:/ProgramData in Windows Explorer the normal way you'd create a directory.
We've since updated master to use [snip]%LOCALAPPDATA%[/snip] like GameMaker does instead:
https://github.com/enigma-dev/enigma-dev/pull/1121
We've since updated master to use [snip]%LOCALAPPDATA%[/snip] like GameMaker does instead:
https://github.com/enigma-dev/enigma-dev/pull/1121
141
Tips, Tutorials, Examples / Re: Old GM projects working in LINUX
« on: April 28, 2018, 07:15:10 pm »
Hi Hugar, do you happen to still have a link to the source for this? (I can't seem to find it in this post) I just came across it and thought it looked like a neat example. I'd simply be interested in testing it out in our new C++ GMK reader for emake/the commandline and see if it opens in the new IDE fundies/cheesboy has been helping me create. Also, I wanted to let you know that our dialog support on Linux has always been subpar in comparison to Windows, but TKG has been working on a way to fix that. I am not even sure if the current GTK system works, but in ENIGMA settings you can try getting the dialog action to work by setting the widget system to GTK. The "None" widget system prints to the console/terminal if one is attached to the game process. The highscore table may actually require the Highscore ENIGMA extension as well, you can find and enable that also in ENIGMA settings.
142
Issues Help Desk / Re: can someone tell me why this no longer works?
« on: February 24, 2018, 11:08:36 am »
Please read the sticky topic about debugging your game which shows you how to run it through gdb. That will allow you to obtain a full stack trace along with the file names and line numbers of where ENIGMA crashed:
https://enigma-dev.org/forums/index.php?topic=1815.0
https://enigma-dev.org/forums/index.php?topic=1815.0
143
Announcements / Re: Infrastructual Changes
« on: January 18, 2018, 04:12:58 am »
This is a little bit related: tonight we got Travis CI including some Mac tests. However, we had to allow them to fail and the build to complete without them. So some PRs may show green, but the Mac tests are still queued.
https://github.com/enigma-dev/enigma-dev/pull/1160
There's really nothing else we can do about it because Travis just has very very few OSX instances because Apple's restrictive licensing requires the tests to be run on physical Mac hardware:
https://www.traviscistatus.com/
We may just have to end up provisioning our own Mac instance. But the way I see it is some tests for Mac is better than no tests, even if those tests only run once a year.
Regardless, our build times are back to 45 minutes for Travis and about 30 for AppVeyor!
https://github.com/enigma-dev/enigma-dev/pull/1160
There's really nothing else we can do about it because Travis just has very very few OSX instances because Apple's restrictive licensing requires the tests to be run on physical Mac hardware:
https://www.traviscistatus.com/
We may just have to end up provisioning our own Mac instance. But the way I see it is some tests for Mac is better than no tests, even if those tests only run once a year.
Regardless, our build times are back to 45 minutes for Travis and about 30 for AppVeyor!
144
Off-Topic / Re: Xmas Wishes
« on: December 24, 2017, 07:00:50 pm »
Thanks, that's very thoughtful. Also, I want to extend my gratitude for your assistance in the help desk. Being a coder it can be hard to keep up with all the users who show up, plus documentation, plus bugs and it helps when people throw in a hand to help other users out. Happy New Year to you as well hpg!
145
Issues Help Desk / Re: Please help immediately with this error
« on: December 24, 2017, 06:49:30 pm »
That's ok, don't worry about making or having made a second account. If you want back into the original, Josh may be able to assist with that.
This is a very strange issue and is what's called a linker error. image_load is an internal function in our engine which may call image_load_bmp or delegate to an external library to load various image formats. This function gets called by sprite_add and background_add which then passes the data (32bit BGRA uncompressed texture) to the GPU in the graphics system. The only way this could occur is if you have an old copy of ENIGMA or you changed the source code in some way. Where did you obtain ENIGMA from?
Also, can you please provide the full/more detailed log from the compile output window?
This is a very strange issue and is what's called a linker error. image_load is an internal function in our engine which may call image_load_bmp or delegate to an external library to load various image formats. This function gets called by sprite_add and background_add which then passes the data (32bit BGRA uncompressed texture) to the GPU in the graphics system. The only way this could occur is if you have an old copy of ENIGMA or you changed the source code in some way. Where did you obtain ENIGMA from?
Also, can you please provide the full/more detailed log from the compile output window?
146
Issues Help Desk / Re: LateralGM doesn't delete *gmx files from the filesystem
« on: December 11, 2017, 11:20:44 am »
The main manifest, the part that has your actual "ProjectName.gmx" where the directory structure is stored. Just edit it with notepad and readd the entry for the resource. As soon as you see the file you'll see what I mean.
147
Issues Help Desk / Re: LateralGM doesn't delete *gmx files from the filesystem
« on: December 10, 2017, 01:44:06 pm »
This is funny that this post is here because for various reasons I was just looking at the GMX format the other day and noticed the exact same thing in Studio, completely ignoring LGM. Yes, this is also a GameMaker feature, and I would, as the others described, rather it this way than for people to accidentally lose assets permanently. LGM could add a checkbox to "Delete this resource from the file system" as well like you have in Eclipse and other IDEs. But really to me it's not worth my effort to update anything. I personally hate checkboxes on message boxes such as "Never show this message again" because I almost always am in too much of a hurry to know if I might forget what it's telling me. Best UI design principle is to really just keep your interface simple, and that's what LGM has. It's not really going to cause any problems as the undeleted resources usually don't take up too much space. Another idea too would be to add a cleanup button to LGM that would do this, similar to the defrag ids button.
148
Issues Help Desk / Re: Missing Cursor
« on: December 03, 2017, 03:23:04 pm »
I suppose that's fair Solitudinal, but hehe it was a younger Josh who wrote JoshEdit, so he was a bit naive.
And yeah the scanner problem I have myself too with Java 9, I didn't end up discovering a fix for it yet because of what I'm working on. I don't think there is a fix except to remove that code from LGM because the problem seems to be Project Jigsaw. With the Java 9 modularization they are hiding the internal APIs that were never supposed to be accessed. But the thing is, tons of programs, like LGM, were accessing them for various reasons.
And yeah the scanner problem I have myself too with Java 9, I didn't end up discovering a fix for it yet because of what I'm working on. I don't think there is a fix except to remove that code from LGM because the problem seems to be Project Jigsaw. With the Java 9 modularization they are hiding the internal APIs that were never supposed to be accessed. But the thing is, tons of programs, like LGM, were accessing them for various reasons.
149
Issues Help Desk / Re: Missing Cursor
« on: November 30, 2017, 10:51:04 am »
Hi johnno56, it's honestly a glitch in the Java Swing GUI framework and with our custom code editor. Swing is one of the buggiest damn UI frameworks there is. What I have been working on for some time will be a permanent fix to this cursor problem. All I can say for now is to stay tuned and watch for updates.
150
Graphics and Video / Re: [WIP] Collada (.dae) 3d Animated Model Loader
« on: October 08, 2017, 12:23:45 am »
Sorry for not getting back to you quicker on this. I just have so much going on, but the past week we've spent working really hard to get continuous integration working:
https://github.com/enigma-dev/enigma-dev#enigma--
This is going to be so much better for ENIGMA because it tests all graphics systems (OpenGL & Direct3D) and Windows and Linux as well as all extensions and such in a huge build matrix. Every pull request must pass the CI tests now before they get merged. Anyway, this should mean the graphics systems will break less in the future. It's already done, no more work to do on that, the CI services are running right now.
I and the others who worked on the GL3 system are also aware of the limitations you've mentioned. I was hoping to redo all of this soon and delete a ton of duplicate code from the graphics systems with these new improvements. Bypassing the model struct for now should be absolutely fine but hopefully I can get the vertex buffers actually done in all of the systems soon and remake the model class on top of that.
https://github.com/enigma-dev/enigma-dev#enigma--
This is going to be so much better for ENIGMA because it tests all graphics systems (OpenGL & Direct3D) and Windows and Linux as well as all extensions and such in a huge build matrix. Every pull request must pass the CI tests now before they get merged. Anyway, this should mean the graphics systems will break less in the future. It's already done, no more work to do on that, the CI services are running right now.
I and the others who worked on the GL3 system are also aware of the limitations you've mentioned. I was hoping to redo all of this soon and delete a ton of duplicate code from the graphics systems with these new improvements. Bypassing the model struct for now should be absolutely fine but hopefully I can get the vertex buffers actually done in all of the systems soon and remake the model class on top of that.
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